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Endless sky ships text
Endless sky ships text





endless sky ships text endless sky ships text

To have smooth rotations, the game uses floating point rotations, it interpolates 2 facings to get a smooth transition between them. Animated asteroids (and other animations, I suppose) have a fixed number of pre-rendered rotations. Rendering/animations: The game uses 1 single facing for the ships, pre-rendered and the game engine rotates that. Sometimes it's a bit confusing when the player has 15-20 ships and trying to see which one has low fuel or shields down. When the player has a fleet, the HUD will display the ships status as a bunch of lines near each ship. The game tracks armor, shield, hyperspace fuel, electricity and heat. it uses a lot of parts that are transparent and tries to avoid borders (the radar is round, ship armor/shield display has a silhouette that it is just a line) There is no weapon selection, besides missiles, all weapons will fire at the same time. Ship HUD experience: the ship HUD is slick and minimalistic. I can try to give you my impressions on several aspects of the game, I'll try to be as objective as I can.

endless sky ships text

I finished the main quest line and explored the entire galaxy map. They will spew forth many bullets, shells, and good old fashion death dealing.I just finished playing Endless sky. We have already been discussing what we both think that would look like, kind of a nifty world war II version of the originals. I always wanted to see what they would look like as a major faction, and it looks like that day is today. This will, in turn help me figure out pricing.Įmalgha will be receiving an overhaul. With that, I will have a good idea what mass the ships should have, this will allow me to design engines, heat, and power ratios for the ships. A big thing I need to do, is to do some power->mass->outfit capacity calculations. The ships are wonderfully super, but their outfits are completely screwed up atm. I want to add enough, to make sure that players can enjoy the new 'galaxy' but leave enough room for growth. I am already trying to figure out where to put everything on the map. The next thing we will be doing is doing the minor races, and adding in more systems. He does a fantastic job filling in those little blanks that I leave all over the place.Of course, we still need to fix the engine glow.

endless sky ships text

There is still a LOT of stuff to do, but Edwin Gibson has been amazingly helpful. The death star has a superlaser, kinda like cheating. Already have a working prototype death star, albeit it is buggy. T2- Don't know what particular style these will follow, but they will dominate the inferior two tiers with ease. EG Voinian fighters were complete crap in EVO, and they are crap still. T1- Voinian/EV ships - I have already made some Voinian ships too balanced. Some of the most powerful ships will overlap with the weaker ships of the next tier. Already, I am studying the original games balance system, and trying to figure out a stepped Tier system of progression to match. More ships, outfits, and systems to go with them? (So you can't just buy them from the beginning, you dirty cheaters!) :PĪll of this will follow a simple progression. I am changing the plan to focus on adding worlds specifically to house the super ships outside of the main game.Ī larger pool of outfits, and more ships. New ships, and outifts that are necessary for the ship to function.Part of Balance is limited availability. I don't know how far I will take it, but we will see. This 'mod' will be released in a series of stages.







Endless sky ships text